mirror of
https://github.com/TorqueGameEngines/Torque3D.git
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117 lines
3.7 KiB
C++
117 lines
3.7 KiB
C++
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#ifndef GL_GGL_H
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#define GL_GGL_H
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#ifndef _MPOINT3_H_
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#include "math/mPoint3.h"
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#endif
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//-----------------------------------------------------------------------------
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// Configuration file which defines which parts of GL to include
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#ifndef DOXYGEN
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#include "gfx/gl/ggl/gglConfig.h"
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//-----------------------------------------------------------------------------
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#if defined(__CYGWIN__) || defined(WIN32) || defined(_WIN32) || defined(__WIN32)
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#define XGL_DLL __stdcall
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#else
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#define XGL_DLL
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#endif
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//-----------------------------------------------------------------------------
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// Include core (OpenGL 1.1) definitions
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#include "gfx/gl/ggl/generated/glc.h"
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#include "gfx/gl/ggl/generated/gle.h"
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//-----------------------------------------------------------------------------
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// All core functionality is implemented as function pointers.
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#define GL_GROUP_BEGIN(name)
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#define GL_FUNCTION(name, type, args) extern type (XGL_DLL *name) args;
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#define GL_GROUP_END()
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#include "gfx/gl/ggl/generated/glcfn.h"
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#undef GL_GROUP_BEGIN
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#undef GL_FUNCTION
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#undef GL_GROUP_END
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/// OpenGL interface.
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namespace GL
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{
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//-----------------------------------------------------------------------------
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// Extensions use indirection in order to support multiple contexts
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struct GLExtensionPtrs {
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bool bound;
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// Include all OpenGL extensions for all platform
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#define GL_GROUP_BEGIN(name)
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#define GL_FUNCTION(name, type, args) type (XGL_DLL *_##name) args;
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#define GL_GROUP_END()
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#include "gfx/gl/ggl/generated/glefn.h"
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#undef GL_GROUP_BEGIN
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#undef GL_FUNCTION
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#undef GL_GROUP_END
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GLExtensionPtrs() { bound = false; }
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};
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struct GLExtensionFlags {
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bool bound;
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// Define extension "has" variables
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#define GL_GROUP_BEGIN(name) bool has_##name;
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#define GL_FUNCTION(name, type, args)
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#define GL_GROUP_END()
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#include "gfx/gl/ggl/generated/glefn.h"
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#undef GL_GROUP_BEGIN
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#undef GL_FUNCTION
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#undef GL_GROUP_END
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GLExtensionFlags() { bound = false; }
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};
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// Extension loading has been reimplemented on each platform, and each platform
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// has a different version of GLExtensionPtrs and GLExtensionFlags. When binding
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// extensions for that platform, you MUST use these pointers. From there the XGL_FUNCPTR
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// define will handle converting a gl*EXT call into the proper member function call.
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extern GLExtensionPtrs* _GGLptr;
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#define XGL_FUNCPTR(name) (GL::_GGLptr->_##name)
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#endif // Doxygen
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extern GLExtensionFlags* _GGLflag;
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#define gglHasExtension(name) (GL::_GGLflag->has_##name)
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} // Namespace
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#endif
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